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[Altered Melee] Medieval Strategy Overhaul

Discussion in 'Map Development' started by UmbraUnda, Dec 30, 2016.

  1. Xonok

    Xonok

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    Personally I would put the food limit at 10x12=120. Why? Because that's the maximum amount of units you can have in control groups.
     
  2. UmbraUnda

    UmbraUnda

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    That's way too small... btw I'm working on an army control system that will make moving hundreds of troops much easier. Have you ever played age of empires ii? I'm thinking 50 workers, then 200 army more or less, so I'm thinking 300 - age of empires is about the same in most online games I play on Steam.
     
  3. UmbraUnda

    UmbraUnda

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    Alright - another week. So, school is still really busy so I can't get as much done as I'd like to - thus I'm pushing the release of the Alpha another week.
    Still , a lot more work got done and its that much closer to being playable.

    Here's some updates of stuff that got done this week.

    -Terrain 60% done ; New terrain tiles, Added bandit camps and wild animals.
    -Overhaul of all icons (Thanks @Eagle XI for all the custom building icons)
    -Added construct-able bridges that allow units to move past rivers [Wooden Bridge, Stone Bridge, & Draw Bridge (Draw Bridge not working yet) ]
    -Unit, Building, & Upgrade Descriptions 75%
    -Removed Siege Unit: Balloon
    -Abilities for Units and Buildings 50% (Some won't be done for the Alpha because they require complex triggering, still I'll get as much as I can implement)

    What needs to be done for the Alpha?

    -Finish Terrain (Some parts will still be rough and lack pretty doodads however it'll be playable and look decent)
    -Finish all Data Fields (Missing: Damage, Attack Speed, Upgrade Amounts, Double Check Balance)
    -Update Stone Gathering Trigger to have upgrade-able carry amounts (Need someone's help for this, might post on the forums later)
    -Add movement triggers that slow down units based on terrain [Example: Water (-50%), Mountain (-25%) ] ("")
     
    Last edited: Feb 18, 2017
  4. Xonok

    Xonok

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    I can give some advice on the terrain speed thing.
    What I did was hook up a unit indexer so that I would have an array of all mobile units in the game(max speed over 0).
    Then I loop over that array 32 times per second. I set a variable to the default movespeed of each unit in the array, then do various changes to it based on terrain.
    Right now the things affecting speed are water and height. Units moving in water are slowed by 50% if they can move on land.
    I also check the terrain Z below each unit every time and based on this I know if units are moving uphill or downhill. The more they move up in height, the slower they are. Moving downhill has the opposite effect, but overall hills tend to decrease average speed. Still, the way I did it gives lots of interesting implications. Attacking downhill is devastating, but leaves you with a weaker ability to escape if things go wrong. Attacking uphill is hard, but once you are on top of a hill you have pretty good defense.

    Now with all this out of the way I have to remind again that I don't code for other people's projects, so this will remain advice only.
    If you want a system of this kind you have to consider the impact to performance.
    The way I do it will definitely lag the game after around 1000 units and on weaker computers probably sooner.(I don't know because my laptop is ridiculously powerful)
    If you check terrain less often you will have it less inaccurate, so what matters now is:
    *How do you define the things that affect speed? If you use tiles and pathing, it will inevitably be expensive. If you use regions it will be faster, but you can't define it as accurately.
    *How often do you periodically check, if at all? If you use enter/leave region events it might not be necessary to check periodically, but it will take more effort to set up.
     
  5. UmbraUnda

    UmbraUnda

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    Hmm, sounds like your know how to get it done.

    Still, I'm not to well verses in all this so I'm a bit confused at some terms - unit indexer? array?
    Can you post an example or screenshot of the trigger? Or is this jazz?

    Is there a way to change it from moving uphill/downhill to a simple flat rate reduction in higher elevations?
    O0o0o I like that idea about attacking uphill/downhill - let's keep that.

    Aw really? Well, I'm terrible with triggering, so you might have to walk me through it or I'll have no idea what to do and which triggers to use.
    Hmm 1000 units in the game or 1000 units affected by the trigger?

    Regions? So I'd have to pre-define every region of water and mountain in the map? Hmm that's tough cause regions are kinda big and you can't get 45 degree angles.
    Honestly the trigger could work with terrain tiles types- mountain and water. (Wait is water a terrain tile type or is there a way to define it?)

    Thanks, appreciate the help.
     
  6. Xonok

    Xonok

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    A unit indexer detects when a unit appears or disappears from the entire map. It also gives each unit a unique number that you can use as an array index.
    Arrays are just chains of variables where each variable is identified by a number. That number is called the array index.
    My system is in JASS, yes.
    A flat speed increase/decrease would be essentially the same. Even easier. I just prefer having speed change smoothly.
    1000 units affected. The exact number really depends on how good the computer is too.
    I don't really want to walk you through it, as that would essentially be the same as writing it myself, but several times the effort.
    Regions would be more efficient overall. Considering how many units you intend to have, efficiency seems like it would be important.
    I detect water by testing pathing. There is a function in GUI that can check any point for any kind of pathing. Since I want sea units to move at full speed except in shallow water I test for both walkability and floatability. If the point allows both, then I reduce speed, but not otherwise.
     
  7. UmbraUnda

    UmbraUnda

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    Nice, this all sounds great and workable for my map - I just don't know how to write Jass or trigger very well so I may need you to help me out or I'll be stuck until I find someone else. Let me know if you change your mind about helping code other people's projects - especially if it's simple and easily doable, however if its complicated and a lengthy process I totally get why you don't help other people's projects.

    EDIT: Can you just show me a tutorial of how to do this?
     
    Last edited: Feb 19, 2017
  8. UmbraUnda

    UmbraUnda

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    [​IMG]

    Messing around with a city layout. Things are coming together... Alpha soon.
     
  9. A]mun

    A]mun

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    ^^This reads like a diary, but on topic:

    It's obvious you put some real thought and effort into this already, so a small suggestion would be to keep it simple at first = flesh out the core game you had in mind when you started this project.

    Anyway, one more interested hiver here!
     
  10. UmbraUnda

    UmbraUnda

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    Another week come and gone. School is still piling on more homework - thus I wasn't able to finish.
    However, now it's SO CLOSE to being done.



    This week - I pretty much finished terrain, some places are rough and lacking doodads. It's in the roughs, still it works. I'll make it detailed and pretty later on.
    Also got the stone gathering trigger fixed, special thanks to @Assassins-Creed .

    Some things like the movement system (based on terrain types) and all the other systems will have to wait until I get a legit triggerer/coder to help me out.



    All that left to be done are Data Fields: Damage, Descriptions, Some Abilities, & Double Check everything for balance.

    So with that, I can confidently say NEXT WEEK 100% for sure this project's Alpha will be ready for testing!
    Then once testing confirms its playable I'll upload to MakeMeHost and EntGaming so anyone can play.
     
  11. UmbraUnda

    UmbraUnda

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    To all those patiently awaiting me to release something you can play - the Alpha is just yonder the horizon.

    I feel it can be released in its current state within a few more days of work. It's quite rough, although playable with most core features working.

    All that needs finishing is damage amounts + dice (25% done), Unit Descriptions (50% done), Abilities (25% done), and Terrain (50% done).
    I also want to add - Abilities and Terrain will not get 100% done. At this current stage its only half working. Many game features have yet to be implemented and many abilities are broken or haven't been implemented yet mainly because I'm lacking in the trigger/vJASS department. Terrain is completely missing pathing and terrain movement factors + its just roughed out, the land needs smoothing & variation plus doodads have yet to be added to most of the map.

    It's still an exciting and entertaining play - satisfaction guaranteed. The core features such as stone/wood resource system, custom damage/armor type mechanics, Altered wc3 Hero system + creeps (bandits and beasts), Upgrade-able everything (100's of upgrades), and 100's of units and buildings for diverse armies and massive cities.

    Soon I'll upload a map to makemehost and entgaming that we can test for balancing, general critique, and an epic medieval RTS experience.
     
  12. Nordmar

    Nordmar

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    you really should stop saying that you are going to release it in the next couple of days over and over again. You said this already weeks ago and everytime you postpone it. Just finish the work and upload when it's ready ^^
     
  13. Xonok

    Xonok

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    I don't think is something to get mad about. I actually got the same feel that Nordmar did. You have certainly said many times that it's soon. I don't mean that as critique though.
     
  14. Xonok

    Xonok

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    I don't think there is anything to defend him for. Anyone can join any topic at any time and this is perfectly fine. Being a bit harsh is also perfectly fine if there is a reason, but no one in this topic has been anywhere near it. We only say what we think.
    I think you're just talking it more personally than he or I thought and as a result got offended when no offense was intended.
     
  15. UmbraUnda

    UmbraUnda

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    FINALLY - the alpha is ready for testing!

    Please reply if you're interested in testing sometime this weekend.
     
  16. TheFrenchLeprechaun

    TheFrenchLeprechaun

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    Yay! Félicitations!

    I will test it for sure! But I don't think I'll have the time this week end to test it in multiplayer. If it finally occurs the next week end, maybe I'll have more free time :)
     
  17. UmbraUnda

    UmbraUnda

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    Thanks mate. We'll get our mutual tests done eventually xD - next weekend hopefully.
     
  18. UmbraUnda

    UmbraUnda

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    I've received enough replies from (ironically) other sites, TY brigands and diplo-ers. Test Group for this weekend is full.
    If you'd like to test next week or be put on standby, let me know.

    Soon, I'll have the file posted in the Maps section + MMH & Ent.
     
  19. UmbraUnda

    UmbraUnda

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    Alright, with the extra time I implemented and fixed many abilities however not all abilities are working yet or are implemented.

    Currently doing the finishing touches to terrain.

    File will be uploaded to HIVE, ENT, & MMH tonight. Test will be tomorrow around noon USA Eastern time zone.
     
  20. UmbraUnda

    UmbraUnda

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